| GM BrOp |
OK, I've changed the map to one that I found online (homemade) that reflects the actual geography of northern Poland and linked it in the Campaign Info tab.
Each hex is about 10 km across. You are currently located in the hex between the towns of Konin and Turek. If you can't find them, they are located between the larger cities of Poznan and Lodz.
Is this more what you were looking for, Wojciech?
| Wojciech Wójcik |
(There's no reason why I couldn't do it myself...)
So I meant something like this
But also up to what others think - for me it's just easier to orient where the party is. Of course the party doesn't always have a map available, but that's player knowledge vs character knowledge.
| GM BrOp |
Gotcha. Does someone know of an online resource that allows one to create a hex map from scratch that everyone can edit? Bigger hexes where folks can make lots of notes would be useful.
| Wojciech Wójcik |
IDK, maybe just zoom in and create sub-maps of smaller regions? The map now linked campaign info has pretty good resolution. Then put that to google slides or drawings (or similar, in case of google allergy). There could be fancier ways tools for it, but didn't find any with quick search.
And, this is a nice-to-have, and absolutely not a must-have. Main focus should be in keeping the game running
| GM BrOp |
IDK, maybe just zoom in and create sub-maps of smaller regions? The map now linked campaign info has pretty good resolution. Then put that to google slides or drawings (or similar, in case of google allergy). There could be fancier ways tools for it, but didn't find any with quick search.
And, this is a nice-to-have, and absolutely not a must-have. Main focus should be in keeping the game running
Agreed. I'll look around and see what's out there.
| Britta Lindström |
Google slides/docs works fine in most cases.
In another game, the GM is using Owlbear Rodeo which is also a great tool, but more for the tactical combat.
Jesse Heinig
|
Roll20 is a pretty common online map solution for games, has a free tier, and allows you to set a map to be a hex map.
Jesse Heinig
|
Hiya, the recruitment thread said that character creation questions were moving over here, so here are a couple:
1. Can players choose their childhood skill and specialization in lifepath generation (p. 31, section 4)? It's GM discretion.
2. Did the team choose group gear (p. 18)? If so, would need to know what was picked, because each item can only be taken once.
| GM BrOp |
Jesse,
1. That's fine with me.
2. Yes, they did. The group supplies are listed in the Campaign Info tab.
Jesse Heinig
|
Thinking about character direction. Might do an officer, but... that only works if you get lucky on promotions so that your CUF is high and you don't wind up losing all of your Empathy on later CUF increases, which would erode your Command and Persuasion abilities.
Oh, you asked which books we have. I have the T2K 4e box set as well as Hostile Waters, Urban Operations, and The Black Madonna. I also have a bunch of the older material like the adventures Going Home, Free City of Krakow, Airlords of the Ozarks, Allegheny Uprising, Twilight Nightmares, Boomer, Pirates of the Vistula, The Last Submarine, Return to Warsaw, this list is getting too long. I've been playing T2K since it came out in the '80s.
Jesse Heinig
|
Attributes: 2d3 ⇒ (1, 2) = 3 Oof.
Strength C, Agility C, Empathy A, Intelligence B
Childhood
Military Family
Skill: Stamina D
Specialty: Mountaineer
Term 1
Education, Liberal Arts
Skills: Driving D, Persuasion D
Age: 18 + 1d6 ⇒ 18 + (3) = 21
Promotion check: Persuasion: 1d6 + 1d12 ⇒ (5) + (2) = 7
No success.
Term 2
Combat Support Officer
Skills: Command D, Ranged Combat D
Age: 21 + 1d6 ⇒ 21 + (1) = 22
Promotion check: Command: 1d6 + 1d12 ⇒ (4) + (1) = 5
No success.
Aging check: 1d8 ⇒ 6
War check: 1d8 ⇒ 5
Term 3
Combat Support Officer
Skills: Command C, Survival D
Age: 22 + 1d6 ⇒ 22 + (2) = 24
Promotion Check: Command: 1d8 + 1d12 ⇒ (5) + (10) = 15
Promoted to 1st lt.
Specialty: 1d6 ⇒ 5 -> Psy Ops
CUF D -> C
Aging check: 1d8 ⇒ 3
War check: 1d8 ⇒ 3
Term 4
Combat Support Officer
Skills: Command B, Persuasion C
Age: 24 + 1d6 ⇒ 24 + (6) = 30
Promotion Check: Command: 1d10 + 1d12 ⇒ (5) + (4) = 9
Nothing.
Aging check: 1d8 ⇒ 1 -> Reduce Str to D.
War check: 1d8 ⇒ 7
Term 5
Combat Support Officer
Skills: Recon D, Ranged Combat C
Age: 30 + 1d6 ⇒ 30 + (6) = 36
Promotion Check: Ranged Combat: 1d8 + 1d8 ⇒ (8) + (5) = 13
Promoted to Captain.
Specialty: 1d6 ⇒ 1 -> Intelligence
CUF C -> B
Aging check: 1d8 ⇒ 7
War check: 1d8 ⇒ 7
Term 6
Combat Support Officer
Skills: Tech D, Command A
Age: 36 + 1d6 ⇒ 36 + (3) = 39
Promotion Check: Command: 1d12 + 1d12 ⇒ (9) + (8) = 17
Promoted to Major.
Specialty: 1d6 ⇒ 4 -> Logistician
CUF B -> A
Aging check: 1d8 ⇒ 5 -> Reduce Agility to D.
War check: 1d8 ⇒ 3 War breaks out.
War Term
Skills: Close Combat D, Medical Aid D
Specialty: 1d6 ⇒ 6 -> Interrogator
Food: 1d6 ⇒ 2
Water: 1d6 ⇒ 6
Reloads: 1d6 ⇒ 3
Rads: 1d6 ⇒ 3
All in all, a pretty mediocre character. Well, one machine gun nest can take care of that problem. :)
Str D, Agi D, Emp A, Int B, CUF A
Skills: Close Combat D, Command A (Logistician), Driving D, Medical Aid D, Persuasion C (Interrogator, Psy Ops), Ranged Combat C, Recon D (Intelligence), Stamina D, Survival D, Tech D
Gear: M9 pistol, 3 reloads, manpack radio, flak jacket, knife, personal medkit, 2 food, 6 water
Group gear: Binoculars
The Major is pushing 40. He's a pretty grizzled veteran of Army intelligence, the kind of officer who looks a little rumpled and worn down but has a knack for sizing people up and manipulating them. Before the war broke out, he was one of the paper-pushers doing intel and analysis in Afghanistan. Early on as an l-t he went in with capture squads to look over war materiel and determine enemy troop dispositions; later, as he moved up into the higher level command ranks, he took on more SigInt, traffic analysis, and logistical roles. Now he's trying to figure out how to rejoin a unit in the middle of Poland after the Soviets overran division H.Q., and the only words he knows in the local language are "gówno" and "siwucha."
| GM BrOp |
Thanks for doing this so quickly, Jesse Heinig. What's your major's name and nationality?
Jesse Heinig
|
U.S. Army intelligence officer. Ummmm... Maj. Bruce Warden. (Possibly related to Maj. Warden from The Bridge on the River Kwai.)
After graduating high school, Warden attended the University of Pennsylvania, where he completed a degree in communications with a minor in international studies.
Following in his family's footsteps, he joined the U.S. Army and pursued officer training. He completed training as a 2nd lt. with unexceptional performance.
Warden was then stationed in Afghanistan to engage in analysis of photos and evidence acquired about regional partisans and Soviet support forces. He was sent with squads several times into the desert to investigate areas that had been eliminated or captured, specifically to gather useful evidence and to assist in working with friendly locals. He proved reasonably competent in this work and spent the next ten years in the field, eventually earning his 1st lt. promotion and then his captain's bars.
As a captain, Warden was moved to intelligence analysis, mostly focusing on reading satellite images and traffic analysis of enemy comms. He was tasked to stand up his own analysis crew and did so with an eye for talent in an otherwise hostile environment. He also proved capable at working in difficult environments and repurposing equipment on an ad hoc basis. (See attached affidavit and photo #315-616.) He was promoted to Major for his excellent organizational skills.
With tensions increasing with the Soviet Union, Warden was reassigned to oversee 5th Div. intel operations at the front of the NATO/Warsaw Pact European border. There he synthesized intelligence briefings. He was sharply rebuked for criticizing the NATO offensive, where he argued that the Soviet forces were much more strongly integrated and supported than general intelligence believed, and that the NATO push for an invasion was based partly on the wishful thinking of old anticommunist politicians who wanted to believe that the Soviets were weak and that this would be a "short and sharp" offensive. His critiques proved unfortunately correct, but he was not in a position to do anything about it as the 5th Div. HQ was overrun by Soviet armored tank guards and Spetsnaz forces that showed far more resilience than expected.
| GM BrOp |
OK, so I'd like to have Major Warden join you immediately. Let's say he was captured by one of the gangs who you just got rid of, and you hear him a short distance away, as they left him behind when they fled. All of his equipment is still here because they didn't have time to take it (or perhaps something IS missing from his stuff?)
| GM BrOp |
One thing that I have not mentioned is that I am not a veteran and therefore have no first-hand experience in the military. All my knowledge comes from the media and talking with friends and relatives who are veterans. I will still try to do my best to make this game as militarily "authentic" as I can, but I'm sure I will get a lot wrong.
| Bruce Warden |
I'm not a vet either, and it is, after all, a game. While it is loosely a "milsim" in that the characters are in or adjacent to the military and doing military-esque things, really the gameplay is in how you survive in a ruined world and whether you can ever go home again, not about filling out your service forms with the correct numbers and making sure you always wear your dog tags!
| Britta Lindström |
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I served in the Danish army as a medic. Never been in combat, but I did a tour as part of the NATO peacekeeping mission in Bosnia.
This was in 1999-2000, so pretty close to the time period where the game is supposed to take place. We had frequent interactions with troops from other Nato countries, including US, Polish, Nordic and Baltic countries.
| GM BrOp |
I served in the Danish army as a medic. Never been in combat, but I did a tour as part of the NATO peacekeeping mission in Bosnia.
This was in 1999-2000, so pretty close to the time period where the game is supposed to take place. We had frequent interactions with troops from other Nato countries, including US, Polish, Nordic and Baltic countries.
Very cool! I was born in Austria but when my parents first moved to Europe from the US, they lived in Flensburg, Germany, very close to the Danish border. I have memories from childhood visiting Legoland, but that's all I remember about Denmark, I'm afraid.
| GM BrOp |
We haven't discussed this yet, but the M1114 HMMWV you are driving has ALREADY been converted to run on ethanol fuel, but your group currently does not own a still. The price for one of those on the open market (Player's Manual) is 500, so for now you better hope you can scrounge one from somewhere! Even before the end of Operation Reset, diesel fuel would have been incredibly rare in central Poland, so it makes sense to me that the vehicle would have already been converted.
I can keep track of fuel consumption unless one of you wants to do this. For the 3km trip to the motor pool, we're looking at the following:
* Starting Reserve: 120 Liters (95 L main tank + 25 L in containers)
* Trip Distance: 3 km (~0.3 of a 10 km travel hex) on secondary roads
* Trip Consumption:~2 Liters
* Current Fuel Remaining: 118 Liters
* Main Tank: 94 Liters
* Reserve Containers: 24 Liters
* Range: ~195 km on roads (~95 km off-road) on a full tank of alcohol fuel.
Also, as the drive to the motor pool is about 3km, this will not take an entire shift, so it's still Morning Shift.
| Bruce Warden |
@Sgt. Bar: I noticed on your Recon roll you added a +2 to the roll. In T2K, an addition to your roll isn't actually adding to a die or a total, it's increasing a die type. So, for instance, if you have Recon D (d6) and Int B (d10), as both of us do, the +2 from the binos increases your dice by two steps. You must always try to keep the dice as close as possible in size when doing so, so for me, the binos raised my dice to:
Recon D (d6) -> d10 (2 steps)
Int B (d10) -> Stays d10
The final roll is 2d10, trying to get a 6 or more on either (or both) of the dice. Since I rolled a 5 and a 3, I didn't get any success on my roll.
For you, the binos would similarly make your roll 2d10. Since you rolled high on the d10 that you did roll, though, you succeeded the roll anyway. In fact, rolling a 10 counts as 2 successes, which is probably why you got so much information in the Gameplay thread!
(See "Modifiers" on p. 45 of the T2K Player's Guide for the deets.)
| GM BrOp |
For you, the binos would similarly make your roll 2d10. Since you rolled high on the d10 that you did roll, though, you succeeded the roll anyway. In fact, rolling a 10 counts as 2 successes, which is probably why you got so much information in the Gameplay thread!
Indeed. Thanks for the explanation.
| GM BrOp |
I think I'm back from this week
Glad to have you back. Axel, I still don't see your character sheet in your profile. Would you mind posting it? Thanks.